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The Drow War Book Two. The Dying Of - RoseRed

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90<br />

<strong>The</strong> rays are grouped in sets of two. Each set is confined<br />

to a 90-degree arc: forward, rear, left and right. <strong>The</strong> first<br />

ray that the Animus Operative fires at a target defines its<br />

orientation for that round. <strong>The</strong> rays are as follows:<br />

Forward Arc<br />

Confusion: <strong>The</strong> target must succeed on a Will saving<br />

throw or be affected as though by the spell. <strong>The</strong> Animus<br />

Operative uses this ray to get groups of adversaries used<br />

to their members behaving unpredictably, so that when<br />

one of them is possessed by a stored soul, their erratic<br />

behaviour can be blamed on lingering confusion.<br />

Disintegration: <strong>The</strong> target must succeed on a Fortitude<br />

saving throw or be affected as though by this spell.<br />

<strong>The</strong> Operative uses the ray on opponents it believes<br />

would be useless, or at least non-optimal, as possession<br />

candidates.<br />

Rear Arc<br />

Dispel Magic: <strong>The</strong> Animus Operative uses this ray<br />

to remove a target’s magical defences, in particular<br />

protection from evil, which would prevent the souls it<br />

carries from being able to possess a target.<br />

Enervation: A creature struck by this ray is affected<br />

by enervation as per the spell. Every negative level<br />

bestowed on the target creature grants five temporary<br />

hit points to the Animus Operative. It uses this ray to<br />

repair itself and to weaken potential victims before soul<br />

transfer.<br />

Left Arc<br />

Exhaustion: <strong>The</strong> target of this ray must succeed on a<br />

Fortitude saving throw or become exhausted. Creatures<br />

that succeed on their saving throws are merely fatigued.<br />

<strong>The</strong> Operative employs this ray to prevent victims from<br />

running away.<br />

Hold Person: A creature hit by this ray must make a<br />

Will saving throw or be affected as if by the spell. <strong>The</strong><br />

Operative uses this ray to paralyse targets prior to a<br />

possession attempt.<br />

Right Arc<br />

Repulsion: A creature struck by the repulsion ray must<br />

make a Will saving throw or be affected as if it had<br />

entered the field of a repulsion spell. <strong>The</strong> Operative<br />

uses this ray to keep dangerous opponents at range so<br />

that it can bring its more deadly rays to bear against<br />

them.<br />

Feeblemind: A creature struck by the feeblemind<br />

ray must make a Will saving throw or have its mind<br />

enfeebled as if by the spell. <strong>The</strong> Operative reserves the<br />

use of this ray for spellcasters whom it wants to strip of<br />

their abilities or possession targets whose Will saving<br />

throw modifiers it wants to obliterate. A feebleminded<br />

character whose soul is transferred into a storage stone<br />

remains feebleminded while he is in there.<br />

Shocking Tendrils (Su): <strong>The</strong> creature’s tentacles deal<br />

3d6 points of electrical damage with a successful hit. In<br />

addition, the target must make a Fortitude saving throw<br />

(DC 22) or be stunned for one round. <strong>The</strong> save DC is<br />

Charisma-based.<br />

Soul Transfusion: <strong>The</strong> Animus Operative is designed<br />

to hold five soul storage eggs, which function in the<br />

same way that a magic jar does (see below). When the<br />

Animus Operative comes within range of a potential<br />

target (the range for these souls is 130 feet), the first<br />

Myrrik wizard soul within the eggs can attempt to<br />

possess a victim, forcing its soul into the receptacles<br />

(see the magic jar spell for more details). Souls stored<br />

inside the Animus Operative act on the Operative’s<br />

initiative count.<br />

<strong>The</strong> souls inside these eggs have an additional advantage.<br />

<strong>The</strong>y can see and hear what the Animus Operative itself<br />

sees and hears, so they can choose which targets they<br />

would prefer to occupy. <strong>The</strong>y cannot, however, use its<br />

Spot and Listen skills actively, nor do they use their<br />

own ability score modifiers. <strong>The</strong>y simply have the<br />

information relayed to them.<br />

One of the souls is ‘first in line’ and this one can<br />

communicate with the Operative and give it instructions,<br />

such as ‘destroy the big one with the axe, but paralyse<br />

the one with the spellbook’. Once that soul has left<br />

its egg, another one is freed to communicate with the<br />

Operative. Only the soul that is first in line can attempt<br />

to possess a target. <strong>The</strong> souls in the other eggs must<br />

wait until it has left before the next of them can make an<br />

attempt. If the soul that is first in line fails to possess any<br />

of the available targets, it cannot step out of sequence<br />

and let another soul try.<br />

Typical Myrrik Wizard Souls, Myrrik Wiz13: CR<br />

13; Medium undead (incorporeal); HD 13d4; hp 32; Init<br />

+0; Spd 0 ft; AC n/a; Base Atk +6; Grp —; Atk —; Full<br />

Atk –; AL LE; SV Fort +4, Ref +4, Will +9; Str —, Dex<br />

—, Con —, Int 20, Wis 12, Cha 17.<br />

Skills & Feats: Bluff +11, Concentration +16, Decipher<br />

Script +13, Knowledge (arcana) +13, Knowledge<br />

(geography) +13, Knowledge (history) +13, Search<br />

+10, Spellcraft +15, Swim +8; Combat Casting, Craft<br />

Wand, Craft Wondrous Item, Enlarge Spell, Quicken<br />

Spell, Scribe Scroll, Spell Focus (Necromancy), Spell<br />

Mastery (magic jar).<br />

Ibon Presno Gonzalez (order #73006) 8

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